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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CheeseManD</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-14T07:33:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35177</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35177"/>
		<updated>2008-11-06T21:56:22Z</updated>

		<summary type="html">&lt;p&gt;CheeseManD: Minor grammar fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire man|biome=Subterranean [[lava]]|symbol=M|color={{COLOR:4:0:1}}|butcher=no|bones=N/A|fat=1|skin=Yes|skulls=N/A|chunks=3|meat=3|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Fire men''' seem to come out of the same places that [[fire imp|imps]] do, but they are a little bolder and can go out past the [[lava]] vent. They leave behind a [[block]] of [[ash]] when killed. Fire Men will melt snow off [[tree]]s, [[shrub]]s, and ground in the 8 squares around them.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the lava vent.&lt;br /&gt;
If you can, fill it with [[water]] from a [[river]] or a [[brook]]. Designating the moat as a [[pond]] should also work.&lt;br /&gt;
&lt;br /&gt;
After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. You could also try building a [[wall]] to go with this moat.&lt;br /&gt;
&lt;br /&gt;
Fire men can be captured in [[cage trap]]s, just like [[fire imp]]s. Don't worry, they won't destroy your masterwork ashen [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attacking your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
* First dig a [[channel]] but do not let it fill with lava yet&lt;br /&gt;
&lt;br /&gt;
* Then put vertical [[bar]]s (or [[fortifications]], in case of [[bauxite]]) of [[Magma-safe_materials|Magma-safe material]] as close to the entrance of the lava as you can (in the channel)&lt;br /&gt;
&lt;br /&gt;
* Dig out the rest of the lava channel&lt;br /&gt;
&lt;br /&gt;
* Then add [[wall]]s to box in any lava squares that are before the [[steel]] bars (this stops the firemen from getting out before the bars and destroying them).&lt;br /&gt;
&lt;br /&gt;
== Fighting them ==&lt;br /&gt;
&lt;br /&gt;
Put short, don't. They don't feel pain and thus cannot be stunned. They don't bleed, feel  fear, nausea or fatigue, so they can keep on fighting for a very long time after your military is crumbled. Also [[ammo|projectiles]] and [[weapon]]s don't get stuck in them, so for example [[spear]]s are quite useless against them. On top of this they like fighting and are reckless and their punches cause burn damage. Their only poor statistic is that their limb severe when broken, which means that they are susceptible towards more damage dealing weapons.&lt;br /&gt;
&lt;br /&gt;
Easiest way to kill them is from far away (ie. [[crossbow]], [[bow]]s, [[ballista]] and [[catapult]]). The only problem is that they can hurl fireballs back, so either you need experienced [[marksdwarf|marksdwarves]] and siege-weapon crews or eventually you end up having charred dwarves.&lt;br /&gt;
&lt;br /&gt;
The other method is fighting them with traps. Submerging them in water is good way to start. Just dig out a drowning [[room]], channel water behind [[floodgate]] or [[door]], put a [[lever]] somewhere or [[pressure plate]] in the room, hook it to the thing blocking water and wait for them to step into their dooms. This of course needs a tunnel or something to lead fire men in, preferably outside of your fortress, but with an access (or sacrificial animal) to you fort, so that they want to come in. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_FIRE]&lt;br /&gt;
	[NAME:fire man:fire men:fire man]&lt;br /&gt;
	[TILE:'M'][COLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:licks of fire]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:10800]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>CheeseManD</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24995</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24995"/>
		<updated>2008-10-04T04:09:34Z</updated>

		<summary type="html">&lt;p&gt;CheeseManD: Changed &amp;quot;water pit&amp;quot; to a link to cistern.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold temperatures, usually because of [[winter]]. Any water that is [[outside]] will freeze during winter, while it will stay the same if it is [[inside]]. &lt;br /&gt;
&lt;br /&gt;
A tile of water will freeze into an '''ice wall''', while creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. The floor can be walked on freely, and there doesn't seem to be any kind of thin, breakable ice. The ice wall can be [[mine]]d through, which leaves the above ice floor intact. [[Channel]]ing the ice floor will destroy both the floor and the wall. The ice wall will melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive. An ice floor will also melt, but not leave behind any water.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined through without causing a [[flood]], making Winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
== Ice as a Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The games refers to Ice boulders as &amp;quot;water&amp;quot;. It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Out of Water ==&lt;br /&gt;
&lt;br /&gt;
As ice takes the place of water, entire water supplies can be completely frozen on colder areas. This can depopulate an entire fortress in just the first winter if they're unprepared. The only way to counter this is to make a [[cistern]] inside beforehand, or brew enough [[alcohol]].&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
&lt;br /&gt;
== Mining Hazard ==&lt;br /&gt;
&lt;br /&gt;
Watch out when digging through ice into ([[subterranean]]) unfrozen water resorts. The space cleared by the miner will freeze solid again instantly, encasing the advancing miner into a wall of ice. This means not only the loss of a valuable [[dwarf]], but also of his now inaccessible equipment.&lt;br /&gt;
&lt;br /&gt;
== Smoothing Ice ==&lt;br /&gt;
&lt;br /&gt;
Smoothed ice walls are called straight ice wall, smoothed ice floors all called level ice floor, engraved ice floors are called sculpted ice floors and engraved Ice walls are called sculpted ice walls.&lt;br /&gt;
&lt;br /&gt;
== Melting Ice ==&lt;br /&gt;
It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded. This can be done with [[magma]]. Dig out a tunnel one z-level below the ice sheet and fill it with magma. The ice on the above z-level will melt. You can see this happening here: http://mkv25.net/dfma/movie-153-meltingwateronglacier&lt;br /&gt;
&lt;br /&gt;
If you would like to transport magma to heat a frozen [[brook]] or other such feature that is very far away from the magma pipe, try to use a magma duct that is nearly as wide as the area you intend to fill. Otherwise, magma will tend to evaporate as it disperses from a narrow duct to a wider area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>CheeseManD</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tile_attributes&amp;diff=41187</id>
		<title>40d:Tile attributes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tile_attributes&amp;diff=41187"/>
		<updated>2008-05-21T10:02:31Z</updated>

		<summary type="html">&lt;p&gt;CheeseManD: /* Outside vs Inside */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every tile in Dwarf Fortress is described as '''Outside''' or '''Inside''', '''Light''' or '''Dark''', and '''Above Ground''' or '''Subterranean'''.  These keywords can be observed from the {{K|k}} menu, when the cursor is located over any single tile.  Currently, only the three following combinations are possible:&lt;br /&gt;
&lt;br /&gt;
# Outside, Light, Above Ground&lt;br /&gt;
# Inside, Light, Above Ground&lt;br /&gt;
# Inside, Dark, Subterranean&lt;br /&gt;
&lt;br /&gt;
The entire [[Location|fortress site]] starts out as ''Inside Dark Subterranean''.  After that, a ray for ''Outside'' and a ray for ''Light Above Ground'' falls straight down from the highest [[z-level]] for every (x,y) position on the local map, changing each tile's modifiers until something that blocks that particular &amp;quot;ray&amp;quot; is encountered.  Due to this behavior, any of the previous three tile combinations will never be encountered in the same (x,y) position on a lower z-level than a higher numbered combination.&lt;br /&gt;
&lt;br /&gt;
== Outside vs Inside ==&lt;br /&gt;
This attribute is determined by whether there is a roof of some kind over a tile. Weather only affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed [[wall]]s, [[floor]]s, [[stair]]s, and [[fortification]]s, and open and closed [[bridge]]s, [[floor grate]]s, [[bar|floor bars]], and [[hatch]]es.  A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''.&lt;br /&gt;
&lt;br /&gt;
== Light Above Ground vs Dark Subterranean ==&lt;br /&gt;
Plants such as [[grass]], [[tree]]s and [[shrub]]s will grow on [[soil|sand or dirt]] where it is ''Light Above Ground''.  This attribute also helps determine which types of [[crops]] can be planted on [[farm plot]]s that have been constructed on top of the tile in question.  Dwarves who spend excessive amounts of time in ''Dark Subterranean'' areas may suffer from [[cave adaptation]]. When the &amp;quot;Soldiers Can Go Outdoors&amp;quot; or &amp;quot;Dwarves Stay Indoors&amp;quot; {{K|o}}rders are in effect, civilian or all dwarves will cancel their current job if they find themselves in an Above Ground area{{v|0.27.176.38c}}. Very few types of geometry block the ''Light Above Ground'' ray: only cliffs (natural walls), ground (natural floors), and natural stairs (those carved out of cliffs or ground).  Tiles which are ''Dark Subterranean'' will always be ''Inside'', however ''Light Above Ground'' tiles may be ''Inside'' or ''Outside''. Once exposed to light, there is currently{{v|0.27.176.38c}} no way to make a tile dark again.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Make sure all key fortress areas are ''Subterranean''.  This will allow dwarves to access them when the &amp;quot;Dwarves stay indoors&amp;quot; order is in effect, such as during a [[siege]].&lt;br /&gt;
* To help dwarves avoid cave adaptation, use ''Light Above Ground'' in high traffic areas, such as a [[meeting hall]]. For fortresses with lots of cross-floor traffic, the central fortress access stairway can serve this purpose, if every floor's natural stairs are removed, a channel is dug, and the stairs are replaced with their constructed counterparts ({{K|b}} - {{K|C}}, then {{K|u}}, {{K|d}}, or {{K|x}}).  Also, if you use a planned [[bedroom design]] for your living quarters with a single main entrance, you can use channels to make the entrance ''Light Above Ground'' to force all dwarves to pass through it when they go to their rooms to sleep&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>CheeseManD</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tile_attributes&amp;diff=41186</id>
		<title>40d:Tile attributes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tile_attributes&amp;diff=41186"/>
		<updated>2008-05-21T10:01:00Z</updated>

		<summary type="html">&lt;p&gt;CheeseManD: /* Outside vs Inside */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every tile in Dwarf Fortress is described as '''Outside''' or '''Inside''', '''Light''' or '''Dark''', and '''Above Ground''' or '''Subterranean'''.  These keywords can be observed from the {{K|k}} menu, when the cursor is located over any single tile.  Currently, only the three following combinations are possible:&lt;br /&gt;
&lt;br /&gt;
# Outside, Light, Above Ground&lt;br /&gt;
# Inside, Light, Above Ground&lt;br /&gt;
# Inside, Dark, Subterranean&lt;br /&gt;
&lt;br /&gt;
The entire [[Location|fortress site]] starts out as ''Inside Dark Subterranean''.  After that, a ray for ''Outside'' and a ray for ''Light Above Ground'' falls straight down from the highest [[z-level]] for every (x,y) position on the local map, changing each tile's modifiers until something that blocks that particular &amp;quot;ray&amp;quot; is encountered.  Due to this behavior, any of the previous three tile combinations will never be encountered in the same (x,y) position on a lower z-level than a higher numbered combination.&lt;br /&gt;
&lt;br /&gt;
== Outside vs Inside ==&lt;br /&gt;
This attribute is determined by whether there is a roof of some kind over a tile. Weather only effects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed [[wall]]s, [[floor]]s, [[stair]]s, and [[fortification]]s, and open and closed [[bridge]]s, [[floor grate]]s, [[bar|floor bars]], and [[hatch]]es.  A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''.&lt;br /&gt;
&lt;br /&gt;
== Light Above Ground vs Dark Subterranean ==&lt;br /&gt;
Plants such as [[grass]], [[tree]]s and [[shrub]]s will grow on [[soil|sand or dirt]] where it is ''Light Above Ground''.  This attribute also helps determine which types of [[crops]] can be planted on [[farm plot]]s that have been constructed on top of the tile in question.  Dwarves who spend excessive amounts of time in ''Dark Subterranean'' areas may suffer from [[cave adaptation]]. When the &amp;quot;Soldiers Can Go Outdoors&amp;quot; or &amp;quot;Dwarves Stay Indoors&amp;quot; {{K|o}}rders are in effect, civilian or all dwarves will cancel their current job if they find themselves in an Above Ground area{{v|0.27.176.38c}}. Very few types of geometry block the ''Light Above Ground'' ray: only cliffs (natural walls), ground (natural floors), and natural stairs (those carved out of cliffs or ground).  Tiles which are ''Dark Subterranean'' will always be ''Inside'', however ''Light Above Ground'' tiles may be ''Inside'' or ''Outside''. Once exposed to light, there is currently{{v|0.27.176.38c}} no way to make a tile dark again.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Make sure all key fortress areas are ''Subterranean''.  This will allow dwarves to access them when the &amp;quot;Dwarves stay indoors&amp;quot; order is in effect, such as during a [[siege]].&lt;br /&gt;
* To help dwarves avoid cave adaptation, use ''Light Above Ground'' in high traffic areas, such as a [[meeting hall]]. For fortresses with lots of cross-floor traffic, the central fortress access stairway can serve this purpose, if every floor's natural stairs are removed, a channel is dug, and the stairs are replaced with their constructed counterparts ({{K|b}} - {{K|C}}, then {{K|u}}, {{K|d}}, or {{K|x}}).  Also, if you use a planned [[bedroom design]] for your living quarters with a single main entrance, you can use channels to make the entrance ''Light Above Ground'' to force all dwarves to pass through it when they go to their rooms to sleep&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>CheeseManD</name></author>
	</entry>
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